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General Tabletop Discussion
*Dungeons & Dragons
RPG Evolution: Who Knows Better, a Player or Their Character?
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<blockquote data-quote="Kannik" data-source="post: 8565436" data-attributes="member: 984"><p>Our groups also favour the hybrid model:</p><p></p><p>For interactions, if a player chooses to run it first-person/extemporaneously we'll run it straight off that with back and forth; if they want to rely on their roll with some third-person narration then we'll base it off the roll. We're perhaps fortunate in that in the first case we haven't run into any situation where someone has RPed an interaction contrary to what's on their sheet, but in that case I can see we'd give a little reminder and either replay it over or call for a roll (with perhaps a max +/-2 modifier to account for the previous RP). </p><p></p><p>For knowledge, my response of late to "Does my PC know this?" has been "I don't know Do they?" This allows/prompts the player to think about their character and the RP "appropriate" response (especially by saying no -- choosing failures can be great). If they are unsure, we can roll. If the knowledge is something obscure or specialized, I may call for a roll, but ask "Perhaps -- how might you know about it?" and base a modifier to the roll based on the character.</p><p></p><p>For Puzzles and other similar things, if the players can solve it out, great, and they can say whom within the party and the fiction came up with the solution. (This is in a similar vein to what may happen in combat encounters, with table talk and tactics being discussed and encouraged.) If a player would like a roll it's handled similar to the last case of knowledge above, and results will give hints/clues, or straight up parts of the solution if it's a more complex thing where everyone would have a chance to solve a part of it. </p><p></p><p>For searching or devices or etc, if a player does a specific action and that's what's needed to work, then it works. Again, if it might be a stretch for or contrary to the character, I will ask. If a player chooses to use a check and it succeeds, I'll reply with a really good hint such as "You see drag marks on the floor." </p><p></p><p>Mix and match as needed. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Diversity of playstyles is what I try to accommodate, with nudges towards RP-centric resolutions. Also RP could be first or third person, so long as the player is acting and directing their character as a character from their character's point of view.</p></blockquote><p></p>
[QUOTE="Kannik, post: 8565436, member: 984"] Our groups also favour the hybrid model: For interactions, if a player chooses to run it first-person/extemporaneously we'll run it straight off that with back and forth; if they want to rely on their roll with some third-person narration then we'll base it off the roll. We're perhaps fortunate in that in the first case we haven't run into any situation where someone has RPed an interaction contrary to what's on their sheet, but in that case I can see we'd give a little reminder and either replay it over or call for a roll (with perhaps a max +/-2 modifier to account for the previous RP). For knowledge, my response of late to "Does my PC know this?" has been "I don't know Do they?" This allows/prompts the player to think about their character and the RP "appropriate" response (especially by saying no -- choosing failures can be great). If they are unsure, we can roll. If the knowledge is something obscure or specialized, I may call for a roll, but ask "Perhaps -- how might you know about it?" and base a modifier to the roll based on the character. For Puzzles and other similar things, if the players can solve it out, great, and they can say whom within the party and the fiction came up with the solution. (This is in a similar vein to what may happen in combat encounters, with table talk and tactics being discussed and encouraged.) If a player would like a roll it's handled similar to the last case of knowledge above, and results will give hints/clues, or straight up parts of the solution if it's a more complex thing where everyone would have a chance to solve a part of it. For searching or devices or etc, if a player does a specific action and that's what's needed to work, then it works. Again, if it might be a stretch for or contrary to the character, I will ask. If a player chooses to use a check and it succeeds, I'll reply with a really good hint such as "You see drag marks on the floor." Mix and match as needed. :) Diversity of playstyles is what I try to accommodate, with nudges towards RP-centric resolutions. Also RP could be first or third person, so long as the player is acting and directing their character as a character from their character's point of view. [/QUOTE]
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